Role guides

Everything you can do, from the police to crime families

Pick a field, take turf, move product. Police and other crews are always watching.

Starting an org4

Running the org15

HQ and turf5

Production and supply10

Money3

Weapons9

Raids and police6

Illegal medicine3

Other1

Org application

Apply for an illegal faction on the UCP

Group
Start
UCP → Applications → Faction → Illegal faction
Needs
3~30 people to join you
Result
Once approved, the faction appears in game with the applicant as leader
Limit
Up to 5 factions per character
  1. Enter name, short name, type, HQ description, Discord (optional)

  2. Pick one supply field

  3. Enter turf and identity color (optional)

    Application complete

  4. Invited people accept

    Waiting for staff review

  5. Staff approve

    Start as an applicant-stage org

FieldDoes
Gun supplyAssemble guns, make ammo, file off serials
Drug manufacturingCook drugs in a lab
Car theft and choppingMake lockpicks, chop stolen cars
Money launderingLaunder marked bills
ForgeryMake fake plates
No supply activityRun the faction without a field

The medical field isn’t on the form. Staff assign it.

Staff set the HQ location and org stage after approval.

Discord listing

Announce your org on the Discord forum

Group
Start
Discord /faction or the button in the forum’s pinned post
Fields
Name, leaders, turf, type, founding date
Limit
Once every 10 minutes
  1. Leaders as First_Last, up to 3

  2. Turf as Zone / Street

  3. Founding date as YYYY-MM-DD

  4. Send

    Posted to the faction forum for each language

  5. Add the links from the confirmation message

    Every post gets the links

This is forum promotion. The in-game faction comes from the UCP application.

Org stages

Applicant, unofficial, official

Faction
Promotion
Set by staff
Slots
2 per field on the server, unofficial and official combined
Inactive
14 days drops one stage; applicant stage is disbanded
StageFieldsWhat you can do
Applicant1C-grade drugs · guns you make are org-only (no trading or dropping) · no high-end chopping · supply for own use only
Unofficial1B-grade drugs · serial filing · high-end chopping · hand-to-hand supply
Official2A-grade drugs · rifle assembly · supply contracts between orgs
  • The applicant stage takes no server slot.
  • Daily output limits depend on stage, police on duty and turf owned.
  • Org activity restarts the activity clock.

Warning

14 days with no org activity and you drop a stage. Official orgs keep only their first field.

Faction progression

Buy upgrades with level rewards

Faction
Start
/fmenu → ⋯ → Progression
Level
Set by staff
Claim rewards
Leader
View
Any member
  1. Claim level rewards (leader)

    Points

  2. Buy upgrades (leader)

    One tier up each

  3. Turn upgrades on (leader)

    Effect applied; how many can be on depends on level

UpgradeEffect
StorageMore faction storage
Supply quantityMore monthly supply order quantity
Supply discountCheaper supply orders
PerksRP perks handled by staff

Warning

A recent staff warning blocks claiming, buying and turning on. If the level drops, upgrades that no longer fit turn off after a grace period.

Faction menu

All org management on one screen

Faction
Command
/fmenu or /faction
Tabs
Overview, members, ranks, vault, vehicles, lockers
⋯ menu
Rare tasks like progression
TabDoes
OverviewOrg info, duty toggle
MembersRoster, invites, rank changes, kicks, divisions
RanksCreate ranks and rights
VaultView funds, deposit, withdraw
VehiclesFaction vehicle list, show location
LockersLocker points, storage, loadouts

Buttons you lack the rights or conditions for show the reason.

Inviting members

Bring someone next to you into the org

Group
Command
/finvite playerID [rankID]
Rights
Manage members
Range
Within 3m
Valid
15 minutes
  1. /finvite or Members tab → Invite nearby

    They get an invite notice

  2. They type /faccept [number]

    Joined at the chosen rank

  3. Decline with /fdeny

You can only invite to ranks below yours that carry only rights you have.

Roster and kicks

See members, kick, leave

Faction
Roster
/fmem · online only /fonline
Kick
/fkick playerID · manage members rights
Leave
/leavefaction
  • You can only kick ranks below yours.
  • The leader can’t leave. Staff change who leads.
  • You can’t change your own rank.

Ranks and rights

The leader creates ranks and rights

Faction
Start
/fmenu → Ranks
Default ranks
None; the leader makes them
Order
1~999, higher is senior
Rights
Manage ranks
RightLets you
Faction chatUse /f
Manage membersInvite, change ranks, kick
Manage ranksCreate and edit lower ranks
Manage divisionsCreate divisions, assign members
View funds · withdraw funds/fbank · /fwithdraw
Duty/fduty, take loadouts
Armory storageOpen faction storage
Manage lockersLocker points, loadouts
Use · manage faction vehicles/fspawn, vehicle management
  • Anyone but the leader edits only ranks below theirs and grants only rights they have.
  • Delete a rank and its members end up with no rank.
  • The leader also sets what no rank can do.

Divisions

Split the org into divisions

Faction
Start
/fmenu → Members → Divisions
Rights
Manage divisions
Limit
20 divisions
  • One person can be in several divisions.
  • Loadouts and uniforms can be limited to a division.
  • Deleting a division removes it from every member.

Duty

Some tools need duty on

On duty
Command
/fduty
Rights
Duty
Where
Anywhere
  • On duty only: faction storage, uniforms, loadouts, burner phone calls
  • Going on duty puts on your last work outfit or the first uniform.
  • Going off duty puts your own clothes back on.

Uniforms

Wear the outfit your leader set

On duty
Wear
/uniform [number | off] · on duty
Save
/setuniform [number name] · leader, on duty
Limit
20 slots per character model
  1. The leader wears the outfit and types /setuniform 1 name

    Current clothes saved as uniform 1

  2. A member types /uniform 1

    Uniform on, own clothes kept

  3. /uniform off

    Back to own clothes

The leader can limit uniforms by rank and division.

Lockers

Points for storage and the vault

Faction
Create
/fmenu → Lockers → Create a locker here
Rights
Leader or manage lockers
Limit
8, at least 3m apart
Open
E at the point
  • It appears right where you stand. Rename and delete in the same tab.
  • E opens the duty, uniform and loadout screen.
  • Storage and fund deposits/withdrawals work only near a locker.

Loadouts

Take a set of items in one go

On dutyNeeds an item
Create
Locker E → ⋯ → New loadout
Rights
Leader or manage lockers
Take
On duty, duty rights
  • Items come out of faction storage. A loadout makes nothing new.
  • It tops you up, minus what you already carry.
  • Loadouts can be limited by rank and division.
  • Gun loadouts are for police agencies only.

Faction storage

Shared storage for org items

On dutyNeeds an item
Start
/fmenu → Lockers → Armory storage
Rights
Armory storage + duty
Needs
On duty, near a locker
Capacity
Set by staff, more with upgrades

Warning

Illegal goods in storage can be taken in raids by other orgs and police searches.

Org funds

Put org money in, take it out

Costs money
Balance
/fbank · view funds rights
Deposit
/fdeposit amount · anyone
Withdraw
/fwithdraw amount · withdraw funds rights
Where
Near a locker

Supply contract payments and supply orders come out of org funds.

Org chat

Talk only members can see

Faction
Talk
/f text · faction chat rights
Mute
/blockf or /flock
Check
/blockf status

Faction vehicles

Take out org cars, see where they are

Faction
Granted
By staff
Take out
/fspawn · /ftow
Rights
Use or manage faction vehicles
Location
Vehicles tab → Show location
  • Only members can start them. Some are limited to members on duty.
  • Outsiders trying to start one leave a log entry.

Default faction

Pick which faction commands use

Faction
Command
/setdefaultfaction
Clear
/setdefaultfaction reset
Same as
/fprimary

Sets the faction you’ve picked as default. Faction commands apply to it.

Org board

Approval adds a board on the forum

Group
Created
Automatically on approval
Open
/forum

Hideout

Org work on one screen at HQ

Faction
Open
E at the org HQ
HQ
Set by staff
Tabs
Work, supply contracts
Who
Members only
  • Work tab: jobs for your org’s field and materials needed (have / need)
  • A button sends that command. The server checks the conditions again.
  • Gun orgs see this month’s gun quota at the top.
  • Jobs outside your org’s field don’t show.

Turf map

Owner and influence for each turf

Faction
Command
/turf · again to close
Colors
Your org green · contested red · unowned gray
Influence
Only your org’s number shows
Turf
Grove Street · Davis · Chamberlain Hills · Strawberry · Rancho
La Mesa · Cypress Flats · El Burro Heights · Vespucci
Little Seoul · Mirror Park · Sandy Shores · Paleto Bay

Turf rules

Highest influence owns the turf

Group
Owner
Top org with 100+ influence; a tie means none
Contested
Second place at 75%+ of first
Decay
10% every 6 hours
InfluenceChange
Org work in that turfUp
HQ inside the turfUp every 6 hours
Org tag graffitiUp, up to 4 per turf a day
Raiding another org’s HQRaider up, raided down
Police remove your tagsDown
Police searchWay down
  • Work on your own turf raises the daily limit.
  • Work on your own turf builds only half the heat.

Graffiti

Leave org tags on walls

Needs an item
Spray
/graffiti [color] [tag] · facing a wall
Materials
Spray can, 2 for a big tag
Remove
/removegraffiti · 1 cleaner
  • Members’ tags raise influence in that turf.
  • Who can remove: police on duty, the same org
  • Tags can’t be sprayed over other tags.

Warning

When police remove an org’s tags, that org loses turf influence.

Heat

Org activity piles up and police notice

Police on duty
Rises
With every org job
Falls
Slowly over time
Result
Anonymous tips to police, grounds for a search
  • High heat sends anonymous tips about the area near your HQ to the police CAD.
  • What the tip says depends on your org’s field.
  • At 30+ heat, police can search your HQ.

Making lockpicks

Make lockpicks from scrap

Needs an itemFaction
Command
/craftlockpick [quantity] · 5 at a time
Needs
Theft field, applicant stage or above, at HQ
Materials
3 scrap metal, 2 copper scrap per lockpick
Limit
Daily limit per org

This is the only way lockpicks enter the game.

Chopping cars

Turn stolen cars into parts

FactionPolice on duty
Command
/chop
Needs
Theft field, near HQ, 2+ police on duty
Target
A private car you hotwired yourself this session
Result
Car parts and marked bills
  • The car isn’t destroyed; it goes to the impound lot. The owner pays the fee to get it back.
  • Not cars on your account or a fellow member’s.
  • Expensive cars need unofficial stage or above.
  • The same car can’t be chopped again for 72 hours.

Cooking drugs

Make drugs in a lab

Needs an itemFaction
Command
/cook [quantity] [cocaine|meth|pills] · 5 at a time
Needs
Drug field, in your org’s lab
Lab
Set by staff
Grade
Applicant C · unofficial B · official A
Products
Cannabis · cocaine · stimulants · pills
Materials
From org storage and growing
  • Higher grades hit harder and last longer.
  • NPCs don’t buy drugs. Players trade them.

Warning

A police raid shuts the lab for 72 hours.

Growing

Plant and harvest cannabis and coca

SoloNeeds an item
Plant
/plant · coca with /plant coca
Harvest
/harvest
Growing time
Cannabis 30 minutes · coca 45 minutes
Limit
3 plants per person
  • Only at growing spots.
  • Seeds aren’t sold. Players trade them.
  • Coca leaves go into cocaine.

Forging plates

Make fake plates at HQ

Needs an itemFaction
Command
/forgeplate [quantity]
Needs
Forgery field, at HQ
Cost
1 scrap metal and $500 each
Limit
Daily limit per org

Fitting plates

Swap the plate on the car you’re in

Needs an item
Command
/fakeplate plate
Needs
Driver’s seat, 1 fake plate
Format
2~8 capital letters and digits
Lasts
Until you park the car or take it out again
  • It shows as a number with no record in the MDC and plate readers.
  • Real registered numbers and numbers on other cars can’t be used.

Warning

Police checking with /inspectplate remove the fake plate.

Supply contracts

Trade goods for money between orgs

GroupCosts money
Command
/supply list | offer | accept | cancel
Offer
Official org leader
Accept
Buying org’s leader
Limit
10 open contracts
  1. /supply offer buyerFactionID itemID quantity price

    Contract number issued

  2. Buyer’s leader types /supply accept number

    Goods move between storages and money between funds at once

  3. Cancel with /supply cancel number · either leader

  • Illegal goods only. Guns trade one at a time.
  • The goods must be in the seller’s storage and the money in the buyer’s funds.
  • Unofficial orgs meet and hand over in person.

Supply orders

Stock storage with org funds

Costs money
Start
/fmenu → ⋯ → Progression → Supply
Rights
Withdraw funds
Needs
Faction level per item
Limit
Monthly quantity per item
  • Staff set items and prices.
  • Goods go into faction storage.
  • Supply quantity and discount upgrades apply.

Smuggling runs

Courier work for members only

SoloFaction
Command
/smuggle · stop /smuggle stop
Needs
Illegal faction member
Time limit
35 minutes
Again
After 20 minutes
  • Pick up the package at the GPS spot and hand it over at the drop point.
  • You get marked bills.
  • The more runs, the higher your level.

Warning

A while after you pick up the package, police get a report.

Copper theft

Strip copper wire from utility boxes

SoloFaction
Command
/copper · stop /copper stop
Needs
Illegal faction member
Work
E at a utility box in the zone, 25 seconds
Again
After 12 minutes
  • Copper wire is stolen goods. Scrap buyers won’t take it.
  • Sell stolen goods to a fence.

Warning

Opening a box may send a report to police.

Marked bills

Crime money; launder it to spend

Needs an item
From
Store robbery, ATMs, chopping, smuggling
Type
Illegal goods
Convert
/launder

Warning

Police searches can seize marked bills.

Laundering

Marked bills into bank money

Costs moneyFaction
Command
/launder amount · in $100 steps
Needs
Laundering field, at HQ
Fee
25~35%, different each time
Result
Your bank balance

Each org has a daily laundering limit, based on stage and police on duty.

Fences

Sell stolen goods to a fence

GroupNeeds an item
Command
/fence playerID
Buyer
A member of a faction with fence rights
Fence rights
Set by staff
Range
Within 3m
  1. /fence playerID

    Pick items and prices from your stolen goods

  2. The fence types /acceptfence playerID

    Goods swapped for cash

  3. Decline with /denyfence playerID

Goods in a fence’s hands are no longer stolen. Pawn shops buy only goods that aren’t stolen.

Gun store

Buy guns and ammo at Ammu-Nation

LicenseCosts money
Guns
/buygun [model] · needs a firearms permit
Ammo
/buyammo [ammo] [boxes]
Gear
/buygear [item] · attachments, body armor
Where
Ammu-Nation counter (on the map)
  • Type the command alone to see what you can buy and the prices.
  • Guns get a serial and are recorded in the MDC.
  • Without a permit you can only buy gear.

Gun assembly

Assemble guns from parts

Needs an itemCosts moneyFaction
Command
/assemblegun model · /gunorder
Needs
Gun field, at HQ
Materials
Car parts or broken gun parts + machining fee
Quota
Monthly quantity, set by staff
ModelMachining feeParts
pistol$1,0002
combatpistol$1,2003
appistol$2,0003
machinepistol$2,5003
microsmg$3,0004
smg$4,0005
pumpshotgun$2,5004
assaultshotgun (official)$5,0006
carbinerifle (official)$6,0006
assaultrifle (official)$6,5007
compactrifle (official)$5,5006
  • A little ammo comes with it.
  • Assembled guns get a serial too.
  • Guns from applicant-stage orgs can’t be traded or dropped.

Making ammo

Make ammo you can’t buy

Needs an itemFaction
Command
/craftammo [9mm|762] [quantity]
Needs
Gun field, at HQ
Limit
Daily limit per org
AmmoMaterials (per craft)
9mm1 chemicals, 1 car part
7622 chemicals, 1 car part

Shops don’t sell chemicals. Civilians with crime permission bring them in.

Filing serials

Grind a gun’s serial off

Needs an itemFaction
Command
/defaceserial gunSlot
Needs
Gun field, unofficial stage or above, at HQ
Materials
2 scrap metal
Target
A civilian gun you carry
  • Not police-issued guns.
  • The original number stays on record.

Warning

Police forensics can restore the original serial.

Gun records

Every gun carries a serial

Needs an item
Check
/weapons · /inspect [gunnumber]
Records
Every bought or assembled gun, in the MDC
Trading
Hand over between players
  • Hand a gun over and its serial and record go with it.
  • Guns assembled by applicant-stage orgs can’t be handed over.

Gun repair

Gunsmiths fix worn guns

LicenseCosts money
Command
/repairweapon [number]
Needs
Gunsmith qualification
Cost
Parts

The gunsmith takes the gun and fixes it. The customer pays the gunsmith in RP.

Snatching guns

Take a downed person’s gun

Solo
Command
/snatch [playerID]
Range
Within 2m
Blank
Nearest person

Body armor

Wear a vest to take less damage

Needs an item
Wear
/armor
Get
Buy with /buygear

Covering tracks

Clean up casings and blood

Needs an item
Casings
/sweepcasings · yours only
Blood · prints
/bleach · needs bleach

Warning

Spots cleaned with bleach leave a wipe mark.

HQ raid

Rob another org’s storage

GroupPolice on duty
Command
/raidstash
Needs
Member of another crime org, at that org’s HQ
Police
2+ on duty
Result
Part of that org’s illegal goods
  • You take only what you can carry.
  • The raided HQ is safe for 24 hours, the raiding org can’t raid for 12.
  • The raider gains influence in that turf; the raided org loses it.

Warning

A raid sends a shots-fired call to police at once.

Prison break

Break out a jailed member

GroupNeeds an itemPolice on duty
Command
/breakout first last
Needs
An inmate from your org, outside the prison wall
Police
3+ on duty
Tools
3 lockpicks, 2 car parts
  • The inmate must be online with 5+ minutes left.
  • Once every 6 hours per prison and every 24 hours per helper.

Warning

A break-out issues a 7-day arrest warrant and sounds the alarm. Org heat jumps too.

Lab raid

Police shut down your lab

Police on duty
Who
Police on duty (search rights)
Result
Lab closed for 72 hours

While closed, /cook is blocked.

Police forensics

They undo plates and serials

Police on duty
Plates
Police /inspectplate · fakes removed
Serials
Police /restoreserial · original number restored

Fake plates and filed serials are undone once police get their hands on them.

Witness tips

What witnesses saw, bought and sold

GroupCosts money
Command
/tips · buy /tips buy
Range
Within 5m
Buyers
Police on duty, crime org members
  • Civilians who see a crime get a memory note.
  • Tips are marked as unverified.
  • If police buy first, it goes into their investigation.

Trauma kits

Make trauma kits at HQ

Needs an itemFaction
Command
/craftkit [quantity] · 3 at a time
Needs
Medical field, at HQ
Materials
1 first aid bag, 2 bandages
Limit
Daily limit per org

Off-book revive

Revive a downed person with no record

Needs an itemFaction
Command
/patch [playerID]
Needs
Medical field member, 1 trauma kit
Blank
Nearest person within 3m
  • No medical record or report is left.
  • You kneel for the treatment time.

Burner phone

Take customers on the org’s anonymous number

On dutyFaction
View
/burner · number and recent texts
Reply
/burner number text
Call
/burner call number
Number note
/burner note quantity
  • Texts and calls to the burner go to members on duty.
  • The other side sees only the burner number.
  • Whoever reads a note gets the number saved to contacts.
  • /burner new changes the number (leader or agency inquiry callback rights). The old number and notes stop working.

Solo crime

Robbery, break-ins, kidnapping: civilian crime

Solo
For
Crime without an organization
Guide
Civilian crime guide
  • Car theft, store robbery, ATMs, burglary, mugging, kidnapping, arson
  • Members follow the same rules and police-on-duty requirements.
  • Car and garage break-ins need a separate UCP crime permission.